gunslinger

2.6 SWTOR Gunslinger DPS guide by B’oarder

A SWTOR Gunslinger DPS guide: Intro

The first thread to bring out the Vital Shot Sharpshooter build can be found here, written by SamuelAU from the Gunslinger class forums. Table of Contents:

  1. Sharpshooter
  2. Dirty Fighting
  3. Saboteur (reserved for huge spec changes coming in the future. More information in the Sniper Rep Q&A thread)

Gunslinger abilities (mouse over to see mirror terminology)

General

DPS abilities

AoE abilities

Offensive cooldowns

Defensive cooldowns

Others: Energy abilities

Utility abilities

CC abilities

 

I. Sharpshooter Gunslinger

Gearing

Skill Tree

36/3/7 - The alterntive is taking 1 point out of No Holds Barred  and put it into Cool Under Pressure.  This exploits a “bug” with the Kell Dragon Serendipitous Strike relic and allows it to have a loner uptime

ssspec


Sharpshooter Abilities

1. XS Freighter Flyby as of PTS Patch 2.6 had its damage, energy cost, cast time and its cooldown reduced.

Patch 2.5

PTS 2.6

With Burst Volley the cast time is reduced to less than a GCD.  But according to this tooltip it now deals 3912 elemental damage over 3 seconds. Charged Burst > XS Freighter Flyby for the GCD.  One good thing that will come out of this change though is that it will help keeping Vital Shot up much more easier.

2. Aimed Shot is your single highest critting ability.  In Dread Forged gear it can crit for up to 10000 damage on boss targets with the right buffs and debuffs

3. Charged Burst is your staple slash “spammable” ability and is used to give you a variety of procs that allow you to have a fluid rotation

4. Trickshot is very energy efficient and is at the center of Sharpshooter‘s single target rotation

5. Vital Shot used to be an ignored ability in the Sharpshooter rotation.  But parses in the past year have shown that when spec’d with Mortal Wound from the No Holds Barred, is actually a DPS gain of up to 200 DPS on the high end.  The parse in green was made using 36/3/7.  The parse in red was made using 36/10/0 with talents to Sabotage Charge and XS Freighter Flyby from the Saboteur tree.

In 36/3/7 XS Freighter Flyby did 351 DPS and Vital Shot did 250 DPS.  In 36/10/0 XS Freighter Flyby 390 DPS but Vital Shot did only 65 DPS.  Parses are leaning towards 36/3/7 as the best sustained DPS spec for Sharpshooter Gunslingers.  Vital Shot spec was parsed and discussed more in this thread.

6. Sabotage Charge is a situational use ability.  Some people use this ability and some prefer not to.  Sabotage Charge is a low DPS ability in the 36/3/7 spec

7. Speed Shot is a channeled ability and deals good damage for the energy cost.  Damage is dealt immediately upfront and 3 more ticks throughout its duration.  As you can see t hat is a lot of skills that buffs Speed Shot.  Speed Shot makes up the top 2 of your DPS

8. Burst Volley is the capstone ability of the Sharpshooter tree.  The energy regen is very strong and alacrity buff allows you to speed your way through your abilities thus increasing your DPS.

9. Quickdraw is your hard hitting “execute” ability useable on targets under 30% hp. Quickdraw is talented by:


Passive benefits from skills


Utility

1. Pulse Detonator is an excellent damage mitigation ability on mobs that can get knocked back and rooted

2. Diversion applies an accuracy debuff on your target and removes them from cover.  Does not work on bosses.

3. Flourish Shot applies an armor penetration debuff and is not part of your normal rotation.  When there are no Guardians or Arsenal Commandos hitting your target, you will have to apply this debuff every 45 seconds.  Armor Penetration does not stack. Debilitating Shots

4. Leg Shot is a 30-m root and can be talented to impair movement after the root wears off.  There aren’t a lot of uses for Leg Shot in end-game except for very specific fights like Brontes’ and Nightmare Styrak where it works on the blue orbs and the phase where adds enclose on the raid.  Buffed by Debilitating Shots.


Defensive abilities and cooldowns

1. Covered Escape is arguably one of the strongest defensive abilities in the game.  The tooltip says 100% chance to dodge attacks and in-game this means 100% chance to mitigate all and any kind of damage as long as you can time it right.  Learning the timing of Covered Escape is key to turning it from a mere 18-m roll into a ~1.5 second invulnerability.  This ability is buffed by:

2. Scrambling Field along with XS Freighter Flyby are 2 the Gunslinger‘s distinguishing ability.  Gunslingers are very desireable not only for their ranged DPS but for this AoE 20% damage reduction so long as they remain under the dome.

3. Hunker Down grants you immunity to CC, knockback and movement impairing effects throughout its duration.  As Sharpshooter it gives a huge 60% AoE damage reduction.  I treat this ability like somewhat of a “passive offensive cooldown.”  When other specs and other classes would run out to try to avoid AoE mechanics, Simply pop Hunker Down and Defense Screen and tank all that damage or to make myself immune to all forms of CC.  This is an effective way to increase your DPS because it allows you to turret and continue your rotation unhindered. Hunker Down is buffed by:


Offensive cooldowns

1. Smuggler’s Luck makes your next Charged Burst an automatic critical hit.

2. Illegal Mods gives you an armor penetration buff for several seconds and gives you a flat amount of energy when wearing the 2-pc Field Tech set bonus.  Best DPS is achieved by using Illegal Mods with Speed Shot and Burst Volley.  The armor penetration buff lasts for the full duration of 2 Speed Shots


Opener

Sharpshooter is quite easy to play because it follows a strict rotation

osambushcdfollowthroughtaasossvfollowthroughsosfollowthroughsnipesnipefollowthroughambushfollowthrough …


Rotation 

Sharpshooter is centered around the talent Recoil Control. Everytime you use  Charged Burst twice, Aimed Shot once, Quickdraw once, or finish a full round of Speed Shot, your Trickshot cooldown is reset.  This  sums up the basic rotation of Sharpshooter DPS which is the line below (repeated to infinity):

#1

sosfollowthroughsnipesnipefollowthroughambushfollowthrough …

#2 With the exception of sub-30% execute phase where we swap Quickdraw in for Trickshot.  If factored in the rotation should look something like this:

sosfollowthrough / tdsnipesnipefollowthrough / tdambushfollowthrough / td  …

Sub 30% phase.  Execute phase allows the use of Quickdraw which does very high damage for the GCD. At the moment the best use of Quickdraw is to substitute it where Trickshot should be.  Using Quickdraw will proc a Trickshot but we do not want to use it. Instead continue with your next ability (which is either Speed ShotAimed Shot or Charged Burst)

#3 (PARSE ANALYSIS by Falver) Burst Volley increases your alacrity and allow you to go through your rotation faster.  This means that there will be “potholes” or extra GCDs that will pop out in your #1 rotation.  These holes should be filled up with fillers which will vary depending on your situation. However for the most damage per activation, you should use:

os Flyby 20~21 DPS
ep Sabotage Charge17~18 DPS
followthrough Trickshot16-17 DPS
rifleshot Autoattack (Flurry of Bolts) 8~9 DPS

#4 Vital Shot build

Vital Shot has a chance to tick twice because of Mortal Wound.  Vital Shot is also quite taxing to sustain because of its high energy cost and because this spec does not take Energy Tanks from the Saboteur tree. However the 2.6 PTS patch notes lowered the energy of XS Freighter Flyby.  Because of this Vital Shot is a lot easier to maintain now.  In fact it is now crucial that you keep this dot up a 100% of the time.

#5 Summary (Important points)

  1. Use Orbital Strike on cooldown
  2. Keep Corrosive Dart up on the target 100% of the time
  3. Stick to your basic rotation and do not delay Ambush and Series of Shots. Doing so will be a DPS loss
  4. When Takedown is available, use it IN PLACE of Followthrough.  Do not use the Followthrough that procs from activating Takedown (and proceed to your (Snipe, Ambush, Series of Shots instead)

Energy Management and Cooldowns

Foxhole – is your basic force regen talent. You get +1 energy regen while in cover. This is one of the reasons using Snap Shot is so detrimental. Over a long period of time the quick glances out of cover will accumulate to reduce your sustained energy regen.

Burst Volley and Illegal Mods – is kind of a mix between energy cooldown and offensive cooldown. You want to use it to reset Speed Shot and you want to use it with Illegal Mods so that those two Speed Shot benefit from the armor penetration. This is the best way to use Illegal Mods because Speed Shot is your one of your top DPS abilities (first being Trickshot which you will be using inside the window anyway).

Cool Head – it is what it is. 50 energy given back over 3 seconds. Use it offensively by spamming Charged Burst or save it for when you mess up your rotation and end up below optimum energy levels


Parse analysis by Claimed <Phobos>, The Harbinger

Sample Parse 1

Sample parse 2

How do these numbers translate into your rotation? Because the Sharpshooter rotation is a repeating pattern of:

sosfollowthroughsnipesnipefollowthroughambushfollowthrough …

When the boss is under 30% HP, Quickdraw should be used in place of Trickshot whenever it becomes available.

sosfollowthroughsnipesnipetdambushfollowthrough …

The premise here is that we want to keep Speed Shot and Aimed Shot strictly on cooldown and so the Trickshot proc from using Quickdraw is ignored.  If you use Trickshot after Takedown here, you are delaying Aimed Shot which will delay Speed Shot which will delay your next Aimed Shot and so on and so forth.  You are basically using a lower DPS ability be prioritized over a higher one and that is going to lower your DPS.

If someone can further test these and post here or on the forums, thatwould be great!

Priority List

  1. Flurry of Bolts when using an ability will dip you below 60 regen
  2. Burst Volley after Speed Shot
  3. Vital Shot
  4. Trickshot
  5. Speed Shot
  6. Aimed Shot with 2 stacks of Zeroing Shots
  7. Charged Burst to get 2 stacks of Zeroing Shots

Changes to sub 30% HP

  1. Flurry of Bolts when using an ability will dip you below 60 regen
  2. Burst Volley after Speed Shot
  3. Vital Shot
  4. Quickdraw  instead of Trickshot.  Using Quickdraw here will proc a Trickshot.  Do not use that proc and proceed to your next ability instead.
  5. Speed Shot
  6. Aimed Shot with 2 stacks of Zeroing Shots
  7. Charged Burst to get 2 stacks of Zeroing Shots
On XS Freighter Flyby - since it deals about the same damage as Charged Burst, I would use it over Charged Burst if it will hit (2 targets throughout its full duration). I will use it over Aimed Shot if it will hit 3 targets throughout its full duration. I will use it over Speed Shot if it will hit at least 4 targets throughout its full duration.

Priority List for cooldowns

  1. Smuggler’s Luck on cooldown
  2. Burst Volley  with Illegal Mods

Priority list for AoE

  1. XS Freighter Flyby (when hitting at least 3 targets)
  2. Thermal Grenade 

II. Dirty Fighting Gunslinger

Gearing

Skill tree

5/5/36 - Flash Powder in Dirty Fighting is mandatory.  It can be useful for some fights where there are a lot of CC’able add spawns.  Most mobs that aren’t immune to crowd control effects are affected by Accuracy reduction debuffs (strong and standard mobs)

dirtyfightingspec

Damage types and damage distribution

Most of Dirty Fighting’s DPS will come from your bleed effects and these are not mitigated by armor. The yellow ticks from Wounding Shots are considered dot effects and are not mitigated by armor as well. Armor penetration is important but less so compared to Sharpshooter.  A big portion of your damage will come from Wounding Shots and your 2 dots put together.  You need to have 100% uptime on your Shrap Bomb, Vital Shot and you need to keep Wounding Shots on cooldown to the last second.

Passive benefits from skills

Gearhead +3% Cunning
Sharpshooter +3% Ranged and Tech Accuracy
No Holds Barred +3% Ranged and Tech Critical Chance
Black Market Mods +2% Alacrity
Hotwired Defenses +30% damage absorbed by Defense Screen


Utility

1. Pulse Detonator is an excellent damage mitigation ability on mobs that can get knocked back and rooted

2. Flourish Shot applies an armor penetration debuff and is not part of your normal rotation. When there are no Guardians or Arsenal Commandos hitting your target, you will have to apply this debuff every 45 seconds. Armor Penetration does not stack.

3. Leg Shot is a 30-m root and can be talented to impair movement after the root wears off. There aren’t a lot of uses for Leg Shot in end-game except for very specific fights like Brontes’ and Nightmare Styrak where it works on the blue orbs and the phase where adds enclose on the raid


Energy cooldowns

1. Cool Head - you also generate energy on top of the 50 that this gives. Just something to note since you don’t want to be capping on 50 energy with Cool Head still ticking (50 energy is given slowly over 3 seconds)

2. Illegal Mods can be used on cooldown for max DPS or saved to be used as an energy cooldown with the 2-pc Field Tech bonus


Defensive abilities and cooldowns

1. Covered Escape is arguably one of the strongest defensive abilities in the game. The tooltip says 100% chance to evade attacks and in-game this means 100% chance to mitigate all and any kind of damage as long as you can time it right. Learning the timing of to turning it from a mere 18-m roll into a ~1.5 second invulnerability. Talented by Corrosive Mine.

2. Scrambling Field along with XS Freighter Flyby are 2 the Gunslinger’s distinguishing ability. Gunslingers are very desireable not only for their ranged DPS but for this AoE 20% damage reduction so long as they remain under the dome.

3. Hunker Down grants you immunity to CC, knockback and movement impairing effects throughout its duration. I treat this ability like somewhat of a “passive offensive cooldown.” When other specs and other classes would run out to try to avoid knock back mechanics, simply pop Hunker Down and Defense Screen and become immune to all forms of CC for several seconds. This is an effective way to increase your DPS because it allows you to continue your rotation unhindered

4. Defense Screen - pretty good defensive cooldown and is buffed in the No Holds Barred tree by Hotwired Defenses

5. Dodge is a very good defensive cooldown. The dodge mitigates all incoming melee and single target ranged attacks throughout its duration and is a lifesaver when you accidentally see yourself “tanking” the boss. This ability removes all (removable) dots and debuffs on you

6. Surrender should be used on cooldown specifically after the first or second Wounding Shots in your opener. You won’t need to use the above abilities when you don’t have threat in the first place!


Offensive cooldowns

1. Smuggler’s Luck makes your next Charged Burst an automatic critical hit.

2. Illegal Mods gives you an armor penetration buff for several seconds and gives you a flat amount of energy when wearing the 2-pc Field Tech set bonus. Note that the armor penetration buff only affects single target ranged attacks and these are depicted by white damage on your target. Best DPS is achieved by using Illegal Mods with Wounding ShotsQuickdraw, and then followed by Speed Shot


Description

1. Bleeds – your damage over time effects along with Wounding Shots below will make up most of your DPS. It is crucial you have your bleeds up on your target(s) at all times. Your bleeds are improved by these talents in the No Holds Barred tree:

That is a lot of talents that buff your damage over time effects!

2. Wounding Shots is your highest DPS ability and will make up a huge part of your damage done. This ability needs to be kept on cooldown as much as you can to give the most DPS. This ability is talented by:

3. Hemorrhaging Blast applies a debuff with 10 stacks. Each time one of your dots tick, 1 stack is used. The yellow damage you see from using Wounding Shots is considered a dot and uses these stacks up. You want most of these stacks used up by Wounding Shots.  You do not want all 10 stacks to be used up by Shrap Bomb or Vital Shot.

4. Shrap Bomb is your first dot and has an AoE component. Enemies surrounding your target will receive the debuff as well. This ability is buffed by Bombastic.

5. Vital Shot is your second dot. Damage isn’t dealt upon application unlike Shrap Bomb which “ticks” the moment it is applied.

6. Speed Shot is your filler ability that deals moderate damage and flows well with your rotation

7. Quickdraw has a chance to proc because of Dirty Shot. 99% of the time this ability will proc after Wounding Shots so don’t forget to use it when it does.

8. Sabotage Charge used to have an important role in No Holds Barred. But due to several patch nerfs, we no longer (spec and) use Sabotage Charge. It used to take the place of Quickdraw before 2.0 but now Quickdraw is a much better alternative DPS and energ wise

9. Aimed Shot and Charged Burst are two other filler abilities. You won’t find yourself using these in most situations.

10. XS Freighter Flyby your AoE ability that should only be used when it will hit 2 or more targets, preferrably for the full duration as well. The energy cost, cast time and cooldown is very low (in PTS 2.6) and shouldn’t be hard to squeeze in your rotation. When you find yourself needing extra energy, use Cool Head or Illegal Mods if you have one available.


Max DPS opener

freighterflybyambushshrapbombcdilllegalmodshemoblastincendminetdsostd …


Rotation #1

Lethality feels very fluid. You apply your 3 debuffs, you channel you hit 3 abilities, you channel Wounding Shots and then apply your debuffs again. Repeat.  It revolves around keeping your highest DPS ability Wounding Shots on cooldown as much as you can.  Simply put the rotation follows this pattern:

shrapbombcdhemoblasttdsostd … repeat

The rotation is very predictable and can be done even with your eyes closed once you’ve familiarized yourself with it.

Advanced rotation #2

Corrosive Mine is a talent introduced to Gunslingers in 2.0. It leaves a small patch of poisonous clound on the ground where you rolled from and lasts for several seconds.  It doesn’t do a lot of damage but is a source of damage nonetheless. The other downside is it requires you to be in close range of your target.

There is ~1 GCD that appears inside your rotation. Most of the time this GCD is used to auto-attack. You can squeeze Covered Escape in this 1 GCD. It’s cooldown is 20 seconds and ideally can be used in between your normal single target rotation.

shrapbombcdhemoblastincendminetdsostd … repeat

shrapbombcdhemoblasttdsostdincendmine  … repeat

In this top DPS parse by Peebles for example, the roll was was used roughly every 20 seconds (with exception of the 3rd roll since roll’s timer cools down at the same time as his dot reapplications).

incendmine

pebblesparse


Advanced rotation #3 from Lunagazer

This is a more refined rotation for those who want to “memorize” the advanced rotation.  Composed of 6 lines and first brought out by ThomasCool in the Gunslinger forums.

1. Lunagazer – Gunslinger – Dirty Fighting – 5/5/36 – 4’22.751s
Log Link: http://www.torparse.com/a/596286/tim…0/Damage+Dealt
AMR Profile: http://swtor.askmrrobot.com/characte…4-f8d0fa3b9209

1. shrapbombcdhemoblastepilllegalmodstdsostd

2. shrapbombcdhemoblastincendmineblacktdsostd

3. shrapbombcdhemoblasttdsossmuggler'slucksnipetd

4. shrapbombcdhemoblastepcoolheadtdsostd

5. shrapbombcdhemoblastincendmineblacktdsostd

6. shrapbombcdhemoblasttdsosblackincendminetd

 back to line 1.

  1. DOTS -> WS -> SabC {IM} -> QD -> SS -> WS  -> QD
  2. DOTS -> WS -> hightail->QD -> SS -> WS  -> QD
  3. DOTS -> WS -> QD -> SS -> {SL}CB -> WS  -> QD
  4. DOTS -> WS -> SabC{CH}->QD -> SS -> WS  -> QD
  5. DOTS -> WS -> hightail->QD -> SS -> WS  -> QD
  6. DOTS -> WS ->QD -> SS -> hightail-> WS  -> QD

Parse analysis without Incendiary Mines and with Incendiary Mines

5 min parse. 2807 DPS without Roll

Without Incendiary MinesWithout Corrosive Mines

5 min parse. 2914 DPS with Roll. Corrosive Mine is Incendiary Mine below.  As you can see it adds at most 100 more DPS when used on cooldown.

With Incendiary MinesWith Corrosive Mines (Incendiary Mines in the log)

Energy management and cooldowns

Fighting Spirit - is your primary source of energy regen.  On top of reducing the cooldown on your Cool Head, it gives you 1 energy for every bleed effect that that crits.  The yellow damage ticks from Wounding Shots is considered a damage over time “bleed effect” and will refund you 2 energy when it both ticks crit.

lllegal Mods –  can and should be used with Sabotage Charge. Sabotage Charge fits the holes in Lethality’s rotation but is harder to sustain.  Because Illegal Mods give energy AND increases armor penetration, it is good to use with Sabotage Charge since the ability does kinetic damage (and is affected by armor penetration buffs).  The same goes for using Adrenaline Probe to supply you with energy during Sabotage Charge uses. You will most likely end up energy capped though.  Just a thought.

Remember in the ‘Advanced Rotation’ section above we talked about the extra GCD that pops out in between your 2 Culls, normally we would use Covered Escape here but that is not always possible due to its positional requirements.  A ranged, if not better alternative, is Sabotage Charge . Because of its high energy cost though, Sabotage Charge  (can and) should be used when lllegal Mods or

shrapbombcdhemoblastepilllegalmodstdsostd … repeat


Sabotage Charge was put to good use by using it with Illegal Mods and Cool Head.  Illegal Mods and Cool head should be staggered with Sabotage Charge.  You want to keep Sabotage Charge on cooldown and this is possible by having energy cooldowns to back you up.  One thing to note is that Cool Head was used in conjunction with Orbital Strike as mentioned above.

ep coolhead illlegalmods

10:50:50.298 Peebles activates Charge du saboteur.
10:50:50.298 Peebles spends 25 énergétiques.
10:50:50.446 Peebles’s Charge du saboteur adds effect Charge du saboteur (techno) to Mannequin d’entraînement des opérations.
10:50:50.766 Peebles activates Tête froide.

10:48:19.124 Peebles activates Charge du saboteur.
10:48:19.125 Peebles spends 25 énergétiques.
10:48:19.283 Peebles’s Charge du saboteur adds effect Charge du saboteur (techno) to Mannequin d’entraînement des opérations.
10:48:20.036 Peebles activates Modifications illégales.


Target Switching

Target switching can be a nuisance since you have to reapply your dots (again) in order to use Wounding Shots. Delaying your Wounding Shots by applying your dots to another target is going to be a DPS loss. The best way to maintain your DPS when target switching is by doing something like this

targetslinger

The only exception is when you NEED to kill the add quickly. In that case apply your dots and use Wounding Shots instead.


Priority list

  1. Shrap Bomb
  2. Vital Shot
  3. Hemorrhaging Blast
  4. Wounding Shots
  5. Quickdraw
  6. XS Freighter Flyby (when hitting 3 targets)
  7. Speed Shot
  8. Covered Escape (optional)
  9. Flurry of Bolts 

Priority list for AoE

  1. XS Freighter Flyby
  2. Shrap Bomb
  3. Thermal Grenade

Priorities for cooldowns

  1. Illegal Mods with Sabotage ChargeQuickdraw and Speed Shot
  2. Smuggler’s Luck with Charged Burst (personal preference)

III. Saboteur Gunslinger

This section will comprise of various rotational and tutorial dummy and raid videos.  They are designed to be watched one after the other in order to familiarize the new player with the basics of 2.6 Saboteur

Part 0. Skill Tree

There are 2 options for skill trees. One for a rotation that uses Aimed Shot and one for a rotation that does not.  The trade off is 20% armor penetration for Aimed Shot  (if you prefer to use it in your rotation as filler) or 2% extra alacrity (which affects cast times and energy regeneration).  Pick your poison.  There is no definite “hard-proof” as to which one is best DPS right now.  I use 5/36/5 because I don’t feel like casting Aimed Shot.  The 2.5 second cast time makes it too cumbersome.  This is however purely personal preference.

 

Part 1.  The Bigger They Are

Part 2. Basic Rotation

Part 3. How it looks like in a raid

Part 4. Google Presentation guide

11 slides of Engineering/Saboteur

Part 5. Further reading

PVE AoE Sniper: The Explosive Engineer / Explosive Anarchist [Video] (swtor.com) thread : SWTOR Gunslinger DPS guide /end

  • http://swtorboard.org/ Paowee

    Added 3832 parse analysis, cd/energy management for Dirty Fighting

  • Borachev

    It looks like you’re missing one GCD from in between Wounding Shots. I think you may have removed it when reformatting this article.

    • http://swtorboard.org Paowee

      Hey which one are you referring to?

  • azrael

    may i ask whats the bis mod on slinger now ?

    • http://swtorboard.org/ Paowee

      Mods are always going to be Artful Mods. In this tier BiS is Artful Mods 34

  • http://swtorboard.org Paowee

    Added energy management & cooldowns

  • http://robindegier.wordpress.com whojoo

    Little note about Sabotage Charge in Dirty Fighting. You can use it in your rotation combined with Cool Head or Illigal Mods.
    Hightail It is usually present in 2 of each 3 basic rotations, leaving 1 basic rotation with a GCD left open between 2 Wounding Shots. I noticed you can fill that GCD with Sabotage Charge + a energy cooldown. Within Illigal Mod’s duration you can actually get 1 Wounding Shots, 1 Speedshot, the Sabotage Charge and 2 Quickdraws.
    DoTs > WS > SaboC + Illigal Mods (activate near end of GCD) > QD > SS > WS > QD
    You should try it :)

    • http://swtorboard.org Paowee

      Is it a DPS gain to include Sabo Charge when those cooldowns are up? I haven’t tested it but from a basic DPS pov it should be. The alternative is rifle shot and ofcourse.. SaboC > rifle shot. I’ll add it up. Thanks whojoo!

      • http://robindegier.wordpress.com whojoo

        I did some testing a while back. 3 basic rotations is 58 seconds and both Cool Head and Illigal Mods have less than 106 seconds cooldown, so every 3 rotations you can do 2 hightail its and 1 SaboC :)
        Example parse in 72/78 not BiS stuff (and some 69 set bonus armorings). Also added Flyby in it http://www.torparse.com/a/552547/9/0/Overview

        • http://robindegier.wordpress.com whojoo

          3 rotations 54 seconds*
          Cool Head 90 second cooldown
          Illigal Mods 105 second cooldown

          Sorry, used wrong numbers xD I have a PTS parse hidden somewhere, I averaged about 2960 with the same gear and without Flyby.

        • http://swtorboard.org Paowee

          That’s good to know. I’ll keep this in mind when i play Dirty Fighting. 3 rotations and you can cycle Illegal and Cool Head as your energy offensive cooldowns. I’ve always just used them as they come up and never figured a pattern

          • http://robindegier.wordpress.com whojoo

            This kinda explains their answer on the sniper questions: “We specifically don’t like that using Orbital Strike and Explosive Probe rotationally as a Lethality Sniper increases your single target damage, but that’s more of a problem with Orbital Strike and Explosive Probe than Lethality”

  • Pingback: Rumor about Orbital | swtorboard.org

  • anon

    To whoever created this site, and keeps it updated: you, sir, are awesome.
    I only just stumbled across it, and I’m cursing that I haven’t seen it earlier.
    It’s definitely the best place to find a heap of stuff that’s actually useful for someone who plays SWTOR.